Scripting needs to be in from the beginning. I want to abstract away from hard-coding everything, opening room for more complex bugs and messy coding that hasn't been touched since Phantom Menace managed ZC. In addition, it would be extremely helpful to pull away from the legacy ZASM and ZScript using Python.
The only things that should be hard coded are cameras, collision and the scripting interfaces. Enemy AI, items, combo types, etc.. should all be driven by scripts for increased modularity and simpler engine upkeep. (most things will be pre-scripted so it will still be completely possible to make a game without scripting yourself)
This would also nearly eliminate the need for quest rules and screen data.
Drop Allegro in favor of SDL. This will increase portability and expand it to, say, the Wii.
Use wx for a GUI. That way you get a NATIVE interface.
Support full 32 bit color. (You'll still be able to use palette graphics if you want them.)
Simplify the interfaces that n00bs usually ask about. Simplify shops. Make messages easier to use. Make it completely obvious how to do everything. (But don't bring in the ribbon, or I will kill somebody. I hate that thing.)
Remove the arbitrary limits. Why only 32 ffcs? Use dynamic allocation, people!
What's 1 byte compared to 100 megs? Almost nothing. Bring internal values up to 4 byte sizes.
Extend access of global game variables and all counters to the subscreen.
The limits ZC has are just ridiculous. Game engines should be limited to your CPU and imagination.
No doubt, finishing ZC 2.50 is a higher priority. When that's done, start on a quality rewrite. I'm entirely willing to help in every way I can with this rewrite.
It looks like the project is gaining momentum. Here are a few links to Google Waves we've started...
UML Diagram
Signup List
Polls
Edited by Beefster, 30 June 2010 - 05:53 PM.